Mega Man Battle Network 5: Team Protoman Walkthrough :

This walkthrough for Mega Man Battle Network 5: Team Protoman [Game Boy Advance] has been posted at 24 Jun 2010 by Maky and is called "/Team Colonel FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Maky and share this with your freinds. And most important we have 30 other walkthroughs for Mega Man Battle Network 5: Team Protoman, read them all!

Walkthrough - /Team Colonel FAQ/Walkthrough

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ASCII Art made by TJ09
Megaman Battle Network 5: Team Protoman
NA Release: 06/21/05
JP Release: 12/09/04
Guide Copyright 2005 EXE759 (Benjamin Thompson)
1. Version History[HIST]
2. Controls[CTRL]
3. Chapter 1: Your mission, should you choose to accept it...[WKC1]
4. Chapter 2: Liberation of ACDC Area 3[WKC2]
5. Chapter 3: Down in the Pits[WKC3]
6. Chapter 4: Liberation of Oran Area 3[WKC4]
7. Chapter 5: Rain Rain, Go Away[WKC5]
8. Chapter 6: Liberation of SciLab Area 3[WKC6]
9. Chapter 7: Cruising through dark times[WKC7]
10. Chapter 8: Liberation of End Area 2[WKC8]
11. Chapter 9: Ninjas. Thousands of em.[WKC9]
12. Chapter 10: Liberation of End Area 5[WKC10]
13. Chapter 11: Revival of the Fittest[WKC11]
14. Chapter 12: Liberation of Undernet Area 4[WKC12]
15. Chapter 13: Hey, you stole my PET![WKC13]
16. Chapter 14: The beginning of the end[WKC14]
17. Chapter 15: Deep under the net[WKC15]
18. Chip Library[CHIPL]
19. Program Advance Library[PAL]
20. Powerup List (Incomplete) [POWL]
21. FAQs[QA]
22. Credits/Legal Information/Contact Info[CRED]
-------------------------------------------------------------------------------
| VERSION HISTORY [HIST] |
-------------------------------------------------------------------------------
Version 1.16: [11/21/05]
Added a strategy by Goh Yutong in the Cloudman boss fight strategy.
Version 1.15: [8/10/05]
Added an incomplete powerup list, (Email me if you know the other
locations)part of the Nebula area guide, fixed some PA descriptions,
added locations for a couple chips and slightly changed the layout.
Version 1.00: [8/8/05]
Controls, main walkthrough, and chip/PA libraries complete.
-------------------------------------------------------------------------------
| CONTROLS [CTRL] |
-------------------------------------------------------------------------------
Out of battle:
A Checks objects/Talks to people
B Hold to run
R Jacks in/out
L Receive tips from Lan/Megaman
Start Brings up the start menu
Select None
Menu:
A Selects option
B Back
R Page down in chip folder
L Page up in chip folder
Start Back
Select Orders chips in chip folder
In battle:
A Use chip
B Use buster
B(Hold) Charge buster
L/R Bring up chip menu when custom gauge is full
Start Pause battle
Select Hide/Unhide chip menu while selecting chips
----------
-------------------------------------------------------------------------------
| CHAPTER 1: Your mission, should you choose to accept it... [WKC1] |
-------------------------------------------------------------------------------
At the opening of the game, you'll see a short cutscene involving two people of
the 20th century. They'll talk about how they're done researching, and how
they'll leave it to the next generation to finish their work. Fast forward to
the 21st century. Lan is asleep (While doing homework, of course). He wakes up
eventually because of Megaman.EXE's voice and, of course, that beeping noise.
Lan picks up his PET and is about to jack in, but his mother interupts him.
When you're able to control Lan, you'll get an email explaining jacking in,
editing your folder, and using subchips. When you're done reading through it,
go downstairs and talk to Lan's mother. She'll tell you to take "StewRec." to
her friend's navi, who resides in KitchenComp. KitchenComp can be accessed
through ACDC2. When she's done talking, go upstairs and press R next to your
computer to jack in.
Walk forward with Megaman a little and he'll run up to confront three Mettaurs.
Just follow the instructions through the battles and you'll be fine, even if
this is your first BN game. For those of you who haven't played BN4 yet,
be sure to read through the third tutorial, as it explains counter and full
synchro, two elements that weren't in the first three games. When you're done
with the battles, run forward to ACDC1.
Follow the green path past a blue square and a forking child path. There is a
BMD containing the subchip MiniEnergy in the second blue square back on the
parent path. Further on the path you'll see a security cube for Mayl's HP, a
subchip dealer in another blue square, and Roll. Talking to her reveals that
Gutsman and Glide are in ACDC2. There is another child path up ahead with a
BMD containing 800 zenny. Continue down the path and through the portal to
ACDC2.
Continue down the green path. The first path going left you come to will lead
to a PMD with BlkBomb R. You'll see a BMD containing CopyDmg * further ahead.
Past Dex's security cube you'll see Gutsman and Glide trading chips. Take the
blue path this time and continue southeast. You'll see a portal to KitchenComp.
There is a pink navi in the center of the area, so talk to it. After she takes
"StewRcp." from you, she'll jack out. You'll then receive an email from Lan's
dad, telling him to round everyone up and bring them to the SciLabs. Megaman
will jack out after this, and you'll have control of Lan.
Walk downstairs and out of your house. Jack into the doghouse outside of Lan's
house and look around for a RegUP2. Next door is Mayl's house, so go tell her
about the trip to SciLabs. Dex's house is at the north of ACDC town. Jack into
his computer for a RegUP1 and an HP Memory. There is also a battle BBS in his
HP. Across the street from him is Yai's mansion, and there's a subchip dealer
at the north end of the sidewalk. After you've talked to everyone, go to the
Metroline station in the center of town, behind Mayl's house. Mayl and Yai
will come walking down the street, and Dex joins the group a little later.
After the Metro ride you'll be infront of the SciLab building. Go up the
stairs, but before entering the building jack into the sculpture of a grey
chip to the left. Inside you'll find a BMD containing an HP Memory that will
increase your maximum HP by 20. Jack out and go to the entrance of the
building. After everyone enters the building, the screen will pan down to a
car. After you read through the text, you will be inside the SciLab building.
Go up the stairs and jack into the terminal with a flashing screen to the left.
At the south corner there is a BMD containing SeaSeed *. There is a BMD in the
north corner with 1 BugFrag. Jack out of the terminal.
Go to the top of the stairs and through the door to get to Dr. Hikari's lab.
He will start to show you something, but an alarm sounds! A smoke grenade goes
off in the room, and everyone falls unconscious. Odd-looking people in gas
masks enter the room and Dr. Regal enters after them. They take the sleeping
Dr. Hikari away and confiscate everyone else's PETs. They don't seem to notice
Lan behind the wall, so they leave. Three days later...
Lan wakes up in his room and jacks into his computer. The net is much darker
than before. Follow the path the ACDC2. Follow the path until you see a purple
navi. Talk to him and you'll fight two Mettaurs and a Bugtank. After this easy
battle, the purple navi will run off through a door. You'll receive an email
about the infiltrators in the SciLab mainframe. Megaman will jack out in order
to go to the SciLab. Go downstairs and talk to Lan's mom. Then go outside and
to the Metroline station. Mayl's in front of it, so talk to her. She'll give
you the chip Roll R and the code to get through her security cube. I would
advise putting the Roll chip in your folder, as it's always helpful.
Inside the SciLab building a man will come out of the elevator running. Go up
the stairs and through the door to Dr. Hikari's lab. Check the computer at
the north side of the room to get "Dad's ID". Jack into the computer and go
to the east corner to find a BMD with RegUp2. This increases your Regular
Memory by 2MB, so you can set chips with 6MB to the regular chip now. There's
also a PMD in the north corner, so if you purchased an unlocker subchip you
can open it to receive BugFix H. Jack out and go to the door that the man ran
out of. Jack into the main computer in the room.
Follow the path until you come to a program. After you talk to him, you have
to rearrange the data to "762". Switch the 2 and the 6, then the 7 and the 6.
The blocks will fall into the floor. If you take more moves than allowed,
you'll fight random viruses. Continue along the skinny path to a BMD containing
Thunder P. Go back on the correct path and continue to another set of blocks.
These must be arranged to "NAP". Put the P where the A is, put the A where the
N is, and put the N where the P was. Continue along the path and get the
visible BMD that contains another HP memory. Continue to an area with two sets
of blocks. From left to right, they should read "OWL RAT". Take L and put it
where R is, put R where O is, put O where T is, put T where A is, and put A in
the empty spot. Go past "OWL" and step on the purple switch. Now that the door
is open, head through there and to MainCom2.
Continue down the path to get to yet another word scramble. This should read
"DOCK HALL". Put D where A is, A where H is, H where C is, C where the left L
is, and L where D was. Go past "HALL" and step on the purple switch. Past the
opened door you'll come upon yet another passcoded area, this time with nine
letters that you have to arrange into "HIP TOE ARM". Take H and put it where
E is, put E where M is, put M where T is, put T where I is, put I where A is,
and put A where H was. Step on the switches behind "HIP" and "ARM", then go
through the unlocked doors. Go past the arrows on the floor for a moment and
get the BMD with the FullEnergy subchip. When used it'll recover all of
Megaman's HP. Go down two arrow rows and continue on the path. On your way to
the next passcode area, you'll find a BMD with Spreader E. Upon entering the
last passcode area, the program will tell you that it doesn't know the
password, but it's written down somewhere Dr. Hikari could find it.
Go back to Dr. Hikari's lab and look under the sofa in the south corner to
get "WorkMemo". The passcode is "53214". Put 5 where 1 is, 1 where 4 is, 4 in
the empty space, and switch 2 and 3. Save before going past the blocks, as
the boss is ahead. Megaman will run up the hill, but there's nobody there. Oh
well, I guess we'll just--Hey, wait! It's Protoman! After exchanging a few
words, the battle will begin.
--BOSS--
--PROTOMAN.EXE--
--HP: 300--
--NEUTRAL--
Attacks:
-Protoman will move to the tile in front of you or on an angle and use a
Widesword. (Three vertical tiles)[20HP]
-Protoman will move to his tile nearest you on the same row and use a
Longsword. (Three horizontal tiles)[20HP]
Strategy:
Protoman will constantly move from tile to tile. He will occasionally block
an attack with his shield, but you should be able to get some buster shots in.
You should never be on the leftmost column. You'll have a very hard time
dodging his widesword attack, but if you aren't on the leftmost column then
you can simply move back a tile. To dodge his Longsword, simply move up or
down. The best time to attack is right after his sword slash is finished, so
be ready to use your chips. I've found that a widesword works well, especially
while he's using Longsword since you can attack before he's finished.
--END BOSS--
Once you defeat Protoman, you're told to jack out. In the real world, go
through the previously-locked door to your right. Behind the desk is Eugene
Chaud, Protoman's operator and an Official Netbattler. It seems that the
infiltration of the SciLabs mainframe was just a test to see if you were good
enough to join the team to end the evil organization Nebula (I guess saving
the world five times, including Network Transmission, doesn't count, eh?). Go
back to your house and go to bed...
-------------------------------------------------------------------------------
| CHAPTER 2: Liberation of ACDC Area 3 [WKC2] |
-------------------------------------------------------------------------------
When you wake up, you will receive a phone call from Chaud, who will tell you
that you will be performing the day's mission by yourself, but he's sent
Protoman to the area to help. After Lan jacks in, you'll receive an email from
the newsmail group, informing you about Nebula and telling you to stay off the
net. Follow the path the ACDC2 as usual, but take a quick stop at Mayl's HP to
find a BMD with MiniEnergy and another with EnergBom P. Follow the path
through ACDC2 until you get to where you fought the purple navi before. Talk
to Protoman to start a cutscene where he'll break open the door. You'll need
to edit your folders to your liking before continuing to ACDC3. You may also
wish to head over to the netdealer near KitchenComp and pick up an HP Memory
or two. Once you're done getting ready, head through the portal.
Protoman will explain how to liberate an area. You first must press A next to
a dark panel and select "Liberate". You will enter a battle with a virus. You
may also use special attacks to liberate a larger area at once. These use up
the points shown in the upper-right corner of the screen, although some Dark
panels may contain points. Protoman tells you that if you liberate the map
within 7 turns an official will give you a rare chip. However, we'll aim for 5
to get an even rarer chip.
First, I would advise switching to Protoman for the first battle (Press R).
He's just like Megaman, but he can save during the liberation, his charged
buster is a widesword, and he has a special attack, StepSwrd, selectable from
the chip select screen. He can also block by pressing B+LeftThis is the attack
range of StepSwrd:
_____________
| | | | |*| |
-------------
| |P| | |*| | P=Protoman
-------------
| | | | |*| | *=Damaged area
_____________
---PLAYER PHASE 1---
Anyways, run up to the panel between the three Dark panels. Save before you
select liberate, incase you don't win the battle. Protoman will tell Lan that
liberation battles are different from normal virus busting. You only have 3
turns to win, and 1 turn will liberate all the panels around you. You can press
L or R to turn around during battles. During the battle, you will only control
the center two columns. Once you defeat the viruses, Protoman will tell you
about DarkHoles. If you liberated all three Dark panels, continue with Megaman
up to the next Dark panel. If you didn't, I highly advise resetting and trying
again. This battle should be easier, since you aren't surrounded and control a
column more than normal battles. When you're done with the battle, you should
receive 500 zenny.
---DARKLOID PHASE 1---
After you move both characters, your turn will be over and the enemy's turn
will begin. No enemies will move during this turn.
---PLAYER PHASE 2---
Attack the Darkloid with Megaman. You'll fight BigBrute, a virus with 120 HP
and who constantly moves. He will use a Burner chip, which will deal damage
to either the tile you're on and one in every direction except diagonals, or
the center tile and one to the left, right, etc. He doesn't seem to come to
the column closest to you except when attacking. When he is defeated, bring
Protoman to the former Dark panel and liberate the Dark Hole. Don't worry about
beating this battle in one turn, when the Dark hole is liberated all
surrounding panels will be as well.
---DARKLOID PHASE 2---
Again nothing moves, bringing you to your next turn.
---PLAYER PHASE 3---
Bring Megaman up to the next Dark panel. Select LongSwrd instead of Liberate
this time, so we can liberate both panels at once. Again it's unnecessary to
win the battle in one turn. Protoman will tell Megaman about "Pass", where the
navi forfeits a turn to recover some HP, and also about the Bonus panels, which
give a random effect. Use Protoman to liberate the panel in front of the
BigBrute.
---DARKLOID PHASE 3---
Nothing happens.
---PLAYER PHASE 4---
Use one of your navis to liberate the panel with the BigBrute, and the other to
liberate the Dark Hole.
---DARKLOID PHASE 4---
Again, nothing happens.
---PLAYER PHASE 5---
Pick the navi you're best with. Use the other one to liberate the panel in
front of Blizzardman, then use the other to get the bonus panel (Hoping for
invincibility) and try to defeat Blizzardman within the turn, or you won't get
his SP chip.
--BOSS--
--BLIZZARDMAN.EXE--
--HP: 400--
--AQUA--
Attacks:
-Blizzardman throws snowballs down two of the three rows[20HP]
-Blizzardman will turn into a snowball and roll down the row at you. If he
collides with the edge of the screen, two blobs of snow will fall onto random
panels[30HP]
-Blizzardman will blow snow the same range as a longsword (Two panels in front
of him)[20HP]
Strategy:
Blizzardman will move up one panel at a time, on random panels of the column.
I started the battle with Protoman. Whenever he comes next to your zone, use
either a charged buster attack or a sword/widesword chip. Since this is a timed
battle, when your three turns are up you'll have to continue the battle with
Megaman. The strategy for him is slightly different. You'll still want to use
sword chips, but when he's further away you can choose to use a ranged attack
instead, although this will reset his movement towards your zone.
---END BOSS---
---DARKLOID PHASE 5---
If you don't defeat him, Blizzardman will use an attack that will deal 40
damage to all navis in the red zone (Shown only when he uses the attack).
---PLAYER PHASE 6---
Defeat Blizzardman if you need to. You'll only get the normal Blizzardman chip.
After defeating Blizzardman, and if you completed the liberation within 5
turns, Protoman will give you the chip "BlizManSP B". After both navis jack
out, there will be a cutscene involving Dr. Regal and his plan to control the
net. Of course, nothing much is revealed this soon in the game, but you're told
that preparations for his plan are ready.
-------------------------------------------------------------------------------
| CHAPTER 3: Down in the Pits [WKC3] |
-------------------------------------------------------------------------------
Lan, Mayl, Yai, and Dex will be talking at the park. Eventually Yai decides for
everyone that they'll go to an island and have fun at the beach, so everyone
goes home to get ready. When everyone leaves you'll get a phone call from
Chaud telling you about the patrol mission you've been assigned. You'll also
receive an email telling you about darkchips. They're very strong, but they
reduce your max HP by 1 permanently every time you use them. Jack into Lan's
computer and follow the path to ACDC3. Go past where Blizzardman was and take
a left. Talk to the program ahead to see the status of the restoration. Ah, it
seems to be coming along as well as a defragged hard drive. Lan will call Chaud
and tell him the good news, then gather his swimming things to meet the others.
Read your mail to get "DexCode", which will allow you easier access to ACDC2.
Go to the Metro station to get chided by Yai. Apparently you're going to the
deserted island of Oran. Whoopee!
Once on the island head to the stairs to initiate some conversation between Lan
and Dex. Apparently they're going to work some changing magic, but they take so
long that Mayl and Yai (Who has a duckie float on, how cute) are already
changed and are waiting. So of course, someone's underwear snaps, but I dunno
whose it is. Yai is going at the speed of sound on her jet-powered float, and
then she whacks the hell out of Dex with a stick. Of course, Lan eggs her on...
You'll receive an email with new orders from Chaud after Dex runs to get
fishing supplies. It seems you're not allowed a day's rest from work...Oh well.
After reading the mail (What a coincidence, you have to go to Oran1), go to the
odd-looking speaker up the stairs and north of Dex. Inside Oran1, turn right
(Screenwise) and go down the path for a Quake1 A. Go down the other path and
go down the right path at the square. There is a hidden PMD (You can only see
the shadow) under a bridge, containing Snake M.Continue along the greenish path
and up the two ramps (The portal leads to ACDC3, which is now fully restored).
There's a netdealer down the second red path from here, who has an HP Memory
for 2500, so get it if you have enough zenny. At the end of the path you'll
meet Protoman, and you'll both rush the large gun batteries in place. Neither
of you can get through, so both navis will jack out.
In the real world you'll need to find fishing supplies. Check the bamboo for a
pole, go down the stairs next to it and across the small beach and check the
wall for line and hook. Go down to where the others are and to the waterfall
for bait. Talk to Dex, then go up the stairs and across the bridge to start
fishing. 40 minutes later, Lan's line catches a big-ass fish. Now since we
lost, Dex wants us to find some dry grass, a twig, and a board. Go immediately
right and check the board on the ground for the board, go to the dead tree next
to the jack-in port for twig, and go to where the fishing spot was for dry
grass. Now that we're all done eating Dex's fish, it seems he wants to go into
the forest. How fun. Check your email to receive this game's Navi Customizer.
Follow the instructions to load the programs.
Run up the stairs and follow the railroad track to find Dex and the others.
They start to walk into the mine...But what's this? It seems the floor has
collapsed. Don't worry, I'm sure they're quite alright. In the southern corner
there's a RegUP1 in the wheelbarrow. Go through the door past the pit, and go
up the ramp and jack into the old speaker. Talk to the navi and pay him 1000
zenny for the MineKey. Dex will call and say that they're heading in the
direction of wind. Go north to the elevator. Unlock the door at the top and
check the crates to the right to find a HP Memory. Go through the door and
into the next door over once you're outside. Walk over to the locked door
(Yay, a met hat!) and try to unlock it to find out it's infected. Delete the
viruses to unlock the door, but what's that noise? Another earthquake!
Run through the doorway and up the ramp. Go forward and right at the fork to
get to another locked door. When it's unlocked, there will be yet another
earthquake. Dex will call, but it seems his SubPET isn't working. Once outside,
go through the first door you see. There's a Tornado R at the north end of the
air filter. Jack out and go up the ramp outside. Another locked door and some
more viruses to deal with. When they're good and deleted, Dex will call and say
that they'll run out of air soon. But what's this? It seems a rogue drill is
coming down for them! Continue down the ramp and the elevator.
Through the doorway, it seems a 29-year-old woman is operating the drill to
relieve herself of stress. Lan will jack in, and you'll be tasked with stepping
on the control switches. In this network, there will be rocks in your way. To
eliminate them, press the control pad towards them and press A repeatedly. Once
the first rock is out of your way, continue on the path to the right until you
reach a conveyer belt. Run up it, destroying rocks as you go to get to a BMD
with Invisibl *. There's another rock up ahead, and behind it lies a HP Memory.
To the left there are a couple tiny conveyer belts. You'll need to time it
right and run pas the rocks on them. Past the three adjacent rocks will be a
longer conveyer belt. Run up it and get off at the path near where the rocks
are coming from. Down the southern path is the drill control system. Jack
Megaman into the next control box.
On the next conveyer belt, time it so that you're faced with only a brown rock.
Down past the rock is a BMD with the NaviCust block Charge+1. Put it in, making
sure to follow the three rules. Upwards and past two smaller conveyer belts
you'll come upon a large one. This conveyer belt will require you to break all
the rocks you come by quickly. Get the BMD containing RockCube *, then go
upwards and down another conveyer belt. Up this path you'll find the second
drill control system. Activate it, then jack Megaman into the next control box.
Go all the way up this conveyer belt for a BMD with the NaviCust HP+100. Go
down another conveyer belt and you'll find a grey rock. Go past it for the time
being and up the next conveyer belt. Talk to the program to get "Stopkey". Go
back to that grey rock and break it. Break and pass a brown rock and you'll
find FullEnrg. Go all the way up the conveyer belt to the right to find the
conveyer control system. Go back to where the program is and continue to the
control system. Activate it and plug into the last control box.
Go forwards and all the way across the large conveyer belt area. Follow the
path upwards past two more belts and get the HP Memory. Go down that last belt
until you reach the other path. Follow it and you'll eventually come to another
conveyer belt you'll cross over several times. There will be a BMD with
LongSwrd S on the side of it. Use Stopkey on the belt control system to stop
the rocks, then continue up the belt to where Magnetman is. It seems that this
is Gauss's only daughter, Tesla.
--BOSS--
--MAGNETMAN.EXE--
--HP: 500--
--ELEC--
Attacks:
-Turns some panels into magnet panels, which repel Megaman.
-Holds Megaman in place while he fires a Magnet.
-Magnetman fires a magnet that turns once before hitting Megaman[20HP]
-Shoots a magnet sphere that goes forward slowly and stuns for a few seconds
[20HP]
-Magnetman will make a double of himself and they will crush Megaman between
them[40HP]
Strategy:
At the beginning of the battle he will use MagnetPanel. MrkCan1's are very
useful here, as you don't need to aim them. When you don't have chips to use,
charge your buster and get some shots in there. Just try to avoid the stunning
attacks and you'll have an easy time beating him. Overall this is easier than
the Blizzardman battle, even though he has more HP.
---END BOSS---
Run to the elevator in the next room. When you get to the door you'll jack in.
Check the box in the middle to unlock the door. However, it seems that the
security system was activated. Magnetman will run in front of Megaman to
protect him from the large boulders coming from the--Er---Somewhere. When you
jack out, everyone will leave, and then Chaud will call you. Lan will ask Tesla
to borrow Magnetman for the following mission.
-------------------------------------------------------------------------------
| CHAPTER 4: Liberation of Oran Area 3 [WKC4] |
-------------------------------------------------------------------------------
Jack into the speaker and go through Oran1 to the place with the gun batteries
to meet Protoman. Magnetman will jack in and block Megaman and Protoman from
the fire. Once they're destroyed by Protoman, edit your folder and continue to
the liberation zone.
You now have control of Magnetman. His special in-battle chip is NSTackle. It
will make him ram to the right until he hits the edge. His charged buster will
release a magnet that deals 40 damage. His special ability, MagnetBarrier, will
block any out-of-battle damage to the team for a turn. During this battle,
Shademan can attack any team member for 60HP.
---PLAYER PHASE 1---
Use Megaman's Longsword to liberate the two side-by-side panels. Use Protoman
to liberate the item panel. Use Magnetman to liberate the panel three up from
the one Protoman liberated.
---DARKLOID PHASE 1---
Shademan should attack Magnetman. The Tinhawk will attack someone on the panels
around it, which only Magnetman is in for 20HP damage.
---PLAYER PHASE 2---
Use Magnetman to liberate the panel behind the one liberated last turn. Use
your navi of choice to delete the BigBrute, then the other to liberate the Dark
Hole.
---DARKLOID PHASE 2---
Both Shademan and the Tinhawk will attack one of your characters.
---PLAYER PHASE 3---
Get the BonusPanel with a character, then use Magnetman or Protoman to liberate
one of the panels blocking the way. Use Megaman to Longsword the two adjacent
panels up ahead.
---DARKLOID PHASE 3---
Shademan and a Tinhawk will attack one of your characters.
---PLAYER PHASE 4---
If there is a BigBrute on the left panel up ahead, use Megaman to Longsword the
right panels, then Protoman to Widesword the two panels behind the BigBrute,
and use MagnetMan to liberate the Dark Hole. If the BigBrute is not on the left
panel, Longsword the left panel with Megaman, then use whichever navi you want
to liberate a panel adjacent to the Dark Hole, and then the Dark Hole. The
BigBrute will be deleted along with the Dark Hole.
---DARKLOID PHASE 4---
Shademan will attack one of your characters.
---PLAYER PHASE 5---
Get the BonusPanel with a character. Use either Megaman to Longsword or
Protoman to Widesword to the Dark Hole, then liberate it with whichever navi.
To defeat the Tinhawk, wait until it dives to the ground at you and use an
attack. Wideswords work well against it. Use the remaining navi to liberate
one of the tiles blocking your path.
---DARKLOID PHASE 5---
Nothing happened for me here.
---PLAYER PHASE 6---
Pick out the navi you want to fight the first round with Shademan (My
reccommendation is Megaman). Do not use him for any liberation this turn. Use
one navi to liberate one of the panels blocking your way, and another to
liberate the panel right before Shademan. Use the remaining character to attack
Shademan.
--BOSS--
--SHADEMAN.EXE--
--HP: 600--
--NEUTRAL--
Attacks:
-Sends a bat forward at a medium speed to attack your navi. It can make one
turn[40HP]
-Sends a wave to the yellow tiles that will stun your navi[40HP]
-Slashes you if you're standing on the border column[40HP]
-Shademan will teleport behind you and start absorbing your HP at 10HP per
second. Repeated movements may break this[10HP/second]
Strategy:
Starting with Megaman, weaken him atleast a couple hundred HP (I was able to
get him down to about 200HP). Dodge or destroy the bats, but dodge the
Supersonic Waves and don't stand on the border column unless you're using a
sword on him. During his phase he'll heal 300HP. Finish him off in the next
turn with your other navis.
--END BOSS--
Once Shademan is defeated, all the Dark panels will be deleted. You'll receive
the chip "ShadeMnSP S" for defeating the battle in 7 turns, 2 less than the
required 9. You'll also get Magnetsoul. In a cutscene afterwards, Dr. Regal is
torturing Dr. Hikari for information.
-------------------------------------------------------------------------------
| CHAPTER 5: Rain rain, go away [WKC5] |
-------------------------------------------------------------------------------
An odd man will approach you afterwards, wishing to see your technique. Lan
will jack into the squirrel, and immediately upon entrance you'll receive an
email from Chaud about DublSoul. You'll start a tutorial battle, in which
Chaud will give you instructions.
SquirrelCmp is a large maze, so just run through random portals until you get
to SquirelCmp16. There is a BMD with FastBarr in SquirelCmp15, accessible from
the east beginning portal. FastBarr starts you out every battle with a Barrier.
In SquirrelCmp5 there is the NaviCust program Charge+1. GunDelS1 A is in
SquirrelCmp6. There is also a RegUP1 in SquirelCmp13 and an HP Memory in
SquirelComp8. The correct path is 9-10-11-14-16. Talk to the navi to end this
chase.
There is a dealer with a Dark Chip behind Higsby's, if you're interested (I
would advise NOT using this chip, as it will reduce your maximum HP by 1
PERMANENTLY every time you use it!). Higsby's shop is also open now, so stop
by if you want to buy a chip or if you have a lot of chips to put in the
trader. Anyways, stop by Yai's house and jack into her computer to get a
RegUP2. Talk to all the programs, as one will give you "YaiCode" and another
will establish a link between Lan's HP and Yai's. The PMD contains CannBall C.
There's also a chat BBS here, so it might have some useful tips. Head to the
link from ACDC3 to Oran1. You'll get a call from Chaud telling you to find six
Nebula agents in the three Oran areas.
First go up the ramp and down the child path. Go through the portal to
ElevatorComp, and get the RegUP1 in the south corner, and a HolyPanl * in the
north corner. There are three Nebula navis in Oran3. One is straight ahead
once you enter the area. Another is to the right at the fork. The last one is
further up the path where Shademan was. Next to him is a Program dealer. In
Oran1 there's one past the ramps and on the green path. The remaining navis are
in Oran2. Follow the green path, picking Vulcan2 C up on the way, until you get
to another purple navi. Go further down the path and up the ramps to get to the
last Nebula navi.
When you defeat all six Nebula navis, Megaman will call Chaud. You have to
restore the network in Oran3 and scout the way to Scilab3. Go to Oran3 past
where Shademan was. Run to the link and fight the purple navi that teleports
in. When you get into SciLab1, take the right path and go up a bit for a BMD
with NaviCust Custom1. Go back and take the left path and follow it, getting
the PMD with Geyser M on the way. Go past the large interconnected section and
forward onto the orange path. Continue through to SciLab2.
There's a BMD in the south-western corner with an HP Memory. Past the small bit
of orange path go left over another and get the BMD with NaviCust Shield. Go
back to the first orange path and go northeast. Megaman will try to get through
the clouds, but fails. Chaud calls and asks about the situation, which is
described by Lan. A helicopter will come after they jack out, and it will turn
into none other than Gyroman! Go back to your house and go to sleep.
The next day Tesla will email you and ask you to come to Oran Isle to help her
recover some of Magnetman's vital programs that were stolen by Gyroman. Use the
Metro to get to Oran Isle, then go back to where the drill was. At the top of
the mountain you'll see Mr. Famous, back with another navi to fight, Gridman.
Fight him if you want, then continue to the drill. Tesla will tell you that the
programs for four functions of Magnetman were stolen and hidden in the drill
computers. All of the conveyer belts are turned off, which will make this area
easier. They're all hidden at the control systems of the drill network.
Once all four datacards are collected, Tesla will reboot Magnetman and
Gyroman's operator will enter. He will say how he's been testing the team
because he was bored, and then he'll leave. Take the Metro to SciLab and before
entering talk to the boy next to the drink machine. The answers to his
questions are:
1. Speed
2. Time
3. 10
4. 170
5. Baseball
For winning you'll get the dark chip "DarkThnd M". Once again, do NOT use this
as it will permanently decrease your max HP by 1. Another dark chip,
"DrkSword Z", can be purchased for 500 zenny to the right from an old man. Now
go into the room you first met Chaud in. He'll tell you that the man was
Charlie, an ex-copter pilot and his navi was Gyroman. The alarm went off! Hurry
to Oran through ACDC Area.
It seems Gyroman is at Oran, too. We have to chase after Gyroman in his copter
form now. Talk to the program in front of the clouds and he'll give you a
program to get rid of those clouds. Go past the first line of clouds, then turn
onto the smaller yellow path and get the golden cloud. Get the white cloud a
little further up the path, then go back to the program to clean it out and get
the gold cloud. Go back to following the green path. When you get up far
enough, you'll find Gyroman. Talk to the program up ahead to clean your vacuum
out, then go to Oran2.
Follow the green path, vacuuming clouds and getting golden clouds as you go.
When you get to Cloudman, he'll start flying away again, to SciLab this time.
Go back to Oran3 and head through the link to SciLab1. Take the left fork and
continue to the large ring of clouds. First vacuum the top white cloud. Go
south-east and vacuum the light grey cloud, then the next white one above.
Vacuum the next white cloud and talk to the program to clean half of your
vacuum out. Walk around the next clouds to the path behind them. You may have
to backtrack to the first program here. When you approach Gyroman, he'll fly
off to the last part of the chase.
Vacuum the two clouds in front of you, then get the white cloud and talk to
the program behind them. Vacuum a light grey cloud then go left and vacuum the
white and gold clouds. The program will clean six of the slots in the VacuProg.
Go back and vacuum the thunder cloud blocking your way, then go up and vacuum
the gold cloud to find another program who will empty all your cloud energy,
but only once. Go back to where the second program is and vacuum the thunder
cloud and light grey cloud in between you and the orange path. Go left and talk
to the program to clean your vacuum out. Continue across the orange path and
on your way to Gyroman. You'll need to clean out your vacuum a few times. When
you get to Gyroman, you'll fight him.
--BOSS--
--GYROMAN.EXE--
--HP: 600--
--ELEC--
Attacks:
-Shoots a mini-gyro. It can turn once[30HP]
-Gyroman will shoot a cyclone out of his buster three panels(Horizontal)[30HP]
-Shoots a machine gun while in helicopter mode[10HP/bullet]
-Flies over area while in helicopter mode and blankets the area with bombs
[60HP]
Strategy:
Gyroman is Elec element, so use wood-based attacks on him. His propeller and
cyclone attacks are fairly easy to dodge, but watch out for the bombs and
machine gun attacks. He will move around a lot, so don't use Minibombs unless
he's attacking. As always swords do well, especially after dodging a Cyclone
attack.
--END BOSS--
After you've defeated Gyroman, Protoman will jack in and explain about how
Chaud invited Charlie over to join the team. Go back around to where those
purple clouds are. He'll destroy them. Go forward to start the liberation
mission.
-------------------------------------------------------------------------------
| CHAPTER 6: Liberation of SciLab Area 3 [WKC6] |
-------------------------------------------------------------------------------
Protoman will brief you on the mission. This area has BarrierPanels, which
require a key to unlock them. We're going to be using Gyroman to find that key.
He can fly over dark panels, but not Darkloids. Gyroman's special chip attack
is AirForce, which flies him over stage and drops bombs on every panel in the
row you're on dealing 50 damage each. His charge attack is the cyclone, and it
does 40 damage. Out of battle his special ability is BombLiberation, which lets
him liberate a panel while in helicopter mode. You don't have to fight a
battle.
---PLAYER PHASE 1---
Liberate one of the three panels in front of your starting position with
Magnetman. Use Megaman to Longsword the two panels in front of the Darkloid.
Use Protoman or Gyroman to liberate the tile with the BigBrut2 on it. Use the
other to liberate the Dark Hole.
---DARKLOID PHASE 1---
Various darkloids will move.
---PLAYER PHASE 2---
Use Gyroman to fly up and around the barriers until he gets to one that he
can't get by. Go to the right and liberate the item panel for "BarrierKey1".
Use your three remaining characters to liberate three panels past the unlocked
barrierpanels in an L shape, so you end up at the left of that big blob of
dark panels.
---DARKLOID PHASE 2---
The Tinhawk will attack one of your characters.
---PLAYER PHASE 3---
Using Gyroman, go all the way up to the top of the map and liberate the panel
between the two item panels. Use Megaman to Longsword the tiles leading to the
Dark Hole, then use either Protoman or Magnetman to destroy it. Use the
remaining character to break a hole through the panels to get to the next Dark
Hole.
---DARKLOID PHASE 3---
The BigBrut2 will attack Gyroman and the Tinhawk will attack one of your other
navis.
---PLAYER PHASE 4---
Use Gyroman to liberate the upper-right item panel to get BarrierKey2. Use one
of your navis to go to the upper-left Dark Hole and liberate the first panel.
Use your other two navis to get to and liberate the lower-right Dark Hole.
---DARKLOID PHASE 4---
The BigBrut2 will attack Gyroman again.
---PLAYER PHASE 5---
Use whichever navis you want to defeat the BigBrut2 and the Dark Hole. Use the
remaining two to liberate the panel in front of Cloudman and to start the
attack on Cloudman.
--BOSS--
--CLOUDMAN.EXE--
--HP: 700--
--ELEC--
Attacks:
-Sends a cloud that shoots lightning one square in all cardinal directions
[60HP]
-Thunder clouds shoot a stunning sphere of lightning[40HP]
Cloudman turns into a tower of clouds that moves around your area[60HP]
Strategy:
Shoot the clouds with a buster when they first come up. Keep moving to avoid
the lightning clouds. When he summons the cloud tower, just keep from letting
yourself be crushed by it. You won't be able to use swords on him, so Protoman
won't be much help. If you're Megaman, use charged buster shots when he is in
the open. With Gyroman you'll have to use an AreaSteal to be able to use your
charged attack on him. Magnetman should be fairly easy to use as long as there
is an opening in his cloud cover, since his charged attacks home.
-Tip from Goh Yutong: Use pulsars. When they hit a dark cloud, it emits an
ultrasonic wave, making it very easy to damage and kill Cloudman.
--END BOSS--
---DARKLOID PHASE 5---
Cloudman will recover 300HP and do an attack to one character in range, dealing
40HP damage.
---PLAYER PHASE 6---
Use the rest of your navis to delete Cloudman. If you delete him this turn,
you'll get CloudMnSP C.
When Cloudman is defeated, you'll get Gyroman's soul. The joy of victory is
broken, however, when a Dark Cloud falls onto Megaman and engulfs him. We see
Megaman on some sort of bed of torture and Roll, Gutsman, and Glide inside an
electric fence. They seem to be infusing Megaman with a dark chip. This can't
be good...
-------------------------------------------------------------------------------
| CHAPTER 7: Cruising through dark times [WKC7] |
-------------------------------------------------------------------------------
Lan misses a phone call from Chaud, telling him to go to the harbor at SciLab.
We don't want to keep Chaud waiting, so go to SciLabs and to the right you'll
find the harbor. He's standing around the first corner. Chaud will tell you
that he's found a replacement navi and you'll use it or you're off the team.
And then the unexpected happens: Lan punches Chaud! Chaud doesn't seem to do
anything, and tells you to go to Mission Control if you want to stay on the
team. If you want another Dark Chip (You're not using them, RIGHT!?), then go
down the stairs to the right and buy "DarkMetr F" from the lady for 3000 zenny.
Also, talk to the woman across from the stairs to take another quiz. Answers:
1. A one-two punch
2. 60
3. Spicy
4. Energy Drinks
5. 4
6. SciLab 2
7. #7
8. The right one
9. A battlechip
10. A virus
You'll get another darkchip, "DrkLance W". Go back to SciLab mission control
and talk to Chaud. Chaud will install the new navi into your PET. I doubt
anybody expected Protoman here. Anyways, Chaud will tell you the next area
slated for liberation is EndArea2, which is connected to Oran2. You'll first
have to go to the SciLab area to get a key. You can jack into the computer to
the left of Chaud for an easy link to the SciLab area. Go through here to
SciLab3.
Go up to where Cloudman was, taking a look at the Bugfrag trader on the way.
Go through the link to SciLab4. Go straight forward past one path and then take
a right. Go past the arrow and navigate to the top of the map. Talk to the navi
to start a battle. The battle consists of three Handi's. They will be easy to
delete using Protoman's charged widesword. The navi will give you "SciKey". Go
back to Oran2 and go through the formerly-locked door. Unlock it and continue
to End1.
Down the first ramp and around behind it is a PMD with NaviCust Collect. Go
back up the first ramp and down the second ramp and go down, left, then up to
get to a third ramp. Before going up it, go left and get the BMD with RegUP2.
Go up the ramp and around the corner to confront DarkMega. He'll jack out
eventually, and...Twelve more navis will jack in...Wow. Go back to Chaud and
he'll tell you to discontinue trying to get into End Area for the moment. You
need to get on the Queen Bohemia (Queen's Bohemian Rhapsody...Heh.) However,
we need to be invited, and to be invited we need to talk to an important
business person. Hmm...Go to Oran Isle and talk to Tesla to get "Invite". Go to
your house and go to sleep...
Go behind SciLab and into the cruise boat. To the right, before the door, is a
chip trader special. It will give you a rarer chip than the normal chip trader,
but you have to put in 10 chips. Go on deck and talk to the man with blond hair
in the middle of the deck. Choose to do the stamp event and he'll give you
three clues:
1. Spin it around for left and right!
2. Where we sail, a maiden stares.
3. It repels all light and always reflects me.
Check the table to the right to get a lotto number "00798216". This will let
you get a prize from Numberman's number trader. The first stamp is in the
bridge, up the stairs on the other side of the deck. The second stamp is at the
bow of the ship, right above the golden statue of a woman. Remember the mirror
from where the suspicious man was? Check the sofa below it to get the last
stamp. Go back to the man for 1000 zenny.
It seems the netbattle is over, and FyreFox (Best. Browser. Evar.) has won,
continuing his winning streak. Before you have a chance to netbattle him, the
ship starts shaking. Before heading to the engine room, jack into the netbattle
machine and get the NaviCust HP+50 in the south corner. Talk to the man with
blond hair to get the clue "Double 1 & nine too tonight makes eleven". The
passcode for the engine door is "11922911". You now have access to the engine
room.
Check the left engine computer. Jack into it, and go through the portals.
You'll find a RegUP2 in ScrewComp. The navi's hiding in the fourth computer.
Before you have a chance to fight him, however, the man from earlier will jack